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Published by Patrick PIGNOL, 2023-08-02 19:50:07

DnD 5 - EN - Class - Witch Class

DnD 5 - EN - Class - Witch Class

Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS i D&D WITCH CLASS For Players and DMs. Classic D&D Witch Class for D&D 5th Edition -- from Dragon 5 and Dragon 20 by DAVID BELMONTE


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS ii CREDITS Writing and Editing: David Belmonte. Special Thanks: Dragon 5, unknown author, Witchcraft Supplement for Dungeons & Dragons -- and Dragon 20, Ronald Pehr, Another Look at Witches and Witchcraft in D&D. The Classic DUNGEONS AND DRAGONS (D&D) fantasy role-playing game. Copyright © 2019 David Belmonte. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 3 D&D Witch Class Introduction Shortly after the release of the original Basic DUNGEONS AND DRAGONS game (BD&D), a still unknown's author's Witch NPC class appeared in issue 5 of The Dragon magazine. Later, Mr. Pehr adapted this NPC Witch to a playable PC Witch class, published in Dragon 20. This work contains an almost literal replication of the original Witch for 5th Edition D&D game rules, which is based on those articles. There are admittedly and necessarily some minor changes, but the class largely looks, feels, and plays as the original was intended. My intention behind this work is simply to bring the feel of an original D&D Witch into the playability of 5th Edition, which permits far more structured game rules and player options than Classic D&D. It is important that the Dungeon Master change any part of the Witch class to make it more suitable to their campaign. I have found that when players have a personal interest in the core of their character/class, the game becomes more enjoyable. Therefore, change what you will -- such as a tiny black cat instead of a panther, or a flying broom instead of a crystal ball, or a `tougher' witch with more hit points, etc. For more detailed information on customising D&D classes, please refer to my article How to Create Customised Character Classes for D&D. This Witch class, in shorter form, already appears in my free D&D Compendium, which also contains numerous additional articles of interest to players and DMs.


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 4 Witch Character Class for D&D 5th Edition INTRODUCTION Spell-casting power of the Witch is estimated to be mid-way between a druid and a wizard -- but closer to the power of a druid. At higher spell levels, the witch has access to more damage-oriented spells than at lower levels of experience. Note that although the witch gets few spells from which to prepare, she can cast certain wizardly, druidic spells and new (unique) spells, therefore having access to multiple -- albeit a narrow range -- of spells from more than one character class. This creates a deceptively simple and limited spell list -- that is in fact quite powerful. What is more, despite having certain wizard spells, the Witch need not carry a spell book with lists of known spells; instead, she may prepare any spell from the spell lists so long as she is experienced enough to cast spells of that level. Specific spells of the class along with inherent abilities (features) make the Witch distinctive. There should be a very strong feeling that you are playing a Witch character when you try this new class. Perhaps one might ask upon what is this particular Witch incarnation based, as there are already a few Witch classes around in publication for D&D 5th Edition. This D&D Witch class for 5th Edition is taken largely but not wholly from Dragon 20 and to a lesser extent, Dragon 5. Indeed, those are among the earliest of `new classes' (unofficial, fancreated) in the history of Dungeons & Dragons . . . For example, take the Pit and Paralysing Pit spells, lifted directly from Dragon 5 but altered to fit 5th Edition game rules. No single feature is ever an exact replication of its original, but rather an adaptation to 5th Edition which, importantly, retains the feel of the original Witch. Other additions to this class are of my own creation. So, enjoy these guidelines for what should properly be called, the `classic' D&D Witch of 5th Edition! HIT POINTS Hit Dice: 1d6 per witch level. Hit Points at 1st Level: 6 + your Constitution modifier. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st. PROFICIENCIES Armor: Light armor. Weapons: darts, slings, quarterstaff, light crossbow. Tools: Brewing kit for poisons Saving Throws: Wisdom, Charisma.


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 5 SPELLCASTING The Witch casts spells in the same manner as a druid. Her cantrips known and spell slots per spell level are identical to the druid. Wisdom is the spellcasting ability of the Witch. Spellsave DC = 8 + your profícíency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier. OTHER CLASS FEATURES From first character level, the Witch can brew poisons. The exact kinds of poisons that can be brewed depend on the campaign milieu; a brief list of poison types, samples and effects can be found in the DMG. The Witch can only use poisons that can be inflicted via contact, ingestion or inhalation -- but not through physical injury (such as coating a blade and then slashing a creature). Availability of specific poisons, associated costs, and potency is to be determined by the DM. As the Witch character rises in experience, she generally may have access to stronger poisons. At the 2nd-level of experience, the Witch can make a magical bag of holding. It can be used by no other person. Normally, the spellcaster must be 3rd-level to make a bag of holding, but the Witch is an exception, and the cost is only 150gp, not 300gp -- so, she can craft the bag in just six days, instead of 12 days. At 6th-level, the Witch can brew a Truth Drug. This is similar to a Truth Serum (see DMG). However, a creature subjected to the Truth Drug must succeed on a DC 15 Constitution saving throw, otherwise they cannot knowingly speak a lie, as if under the effect of a zone of truth spell -- for one hour. During this time, the poisoned creature will not knowingly lie to a number of questions asked that equal the Witch's level. For instance, at 6th-level, six questions may be asked of the creature. The Witch always has access to the special herbs needed to brew the drug and therefore need not spend money to brew, nor harvest poison from a poisonous creature. At 8th-level the Witch has access to Candle Magic. One candle can be manufactured at a time -- and only one per month. The candle will burn for one hour. When this candle is snuffed or burnt up, its magical effects will take place, thus-- Level 8 (red candle): a hostile foe becomes unfriendly, an unfriendly foe turns neutral, and a neutral person becomes friendly. The Wisdom save is DC 15 +/- the Witch's wisdom modifier.


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 6 Level 9 (blue): protection from evil and good (as the spell) for as long as the candle burns, that is up to one hour. Level 10 (yellow): summon black cat or black panther that will aid the Witch for as long as her Candle burns. She can communicate telepathically and issue commands by ESP-- and she also sees and hears exactly what the creature can. At the end of this duration, the small or great cat will retreat to the Witch's herb garden, or nearby tree trunk. If that is not possible, the feline will instantly disappear. At the DM's discretion, the creature's bite may also inflict poison. Level 11 (purple): one question may be asked of any dead being for each 10 minutes of burning. Level 12 (gold): cures 1d8 + Wisdom modifier hit points of damage for each 10 minutes of burning in presence of victim. At 9th-level, in pursuit of power, as a result of directed magical study, the Witch may become aware of the approximate location of a magical crystal ball for the purpose of scrying. Certain monsters will be guarding the ball. At the 15th-level of experience, the Witch can Manufacture Acid as she carries her ceramic Witch's Alchemy Jug. Using an action, you can produce 8 ounces of very strong acid inside your jug once per week. When you uncork the jug, you can safely fill up to four tiny glass vials with four separate `doses' of acid. When thrown onto a creature 5-20 feet away -- as a ranged attack -- the acid will do 2d6 dmg. In addition, it may have at least one of these effects-- Essence of Grey Ooze: corrode non-magical metallic weapons and armor. This acid appears to be clear, natural water and it has no odor. If imbibed it may cause death. Essence of Black Pudding: as per grey ooze, and in addition, reduces the magical "plus" of the weapon by 1 or more points. Essence of Gelatinous Goo: although not physically engulfed, the victim may suffer similar effects as being engulfed by a gelatinous cube. Essence of Green Slime: the victim literally turns into green slime! However, it is limited to medium-sized corporeal, non-magical, sentient creatures including animals, but not dragons, giants, undead, etc. A saving throw may be permitted. Essence of a Life Leech: the victim must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns.


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 7 WITCH SPELLS Note: listed spells with an asterisk (*) are new spells not found in the PHB. Refer to Explanation of Witch Spells for descriptions. Cantrips (0 Level) Same as Druid spells. First Level Spells Control Vapor* Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Faerie Fire Pit* Reflected Image* Second Level Spells Bless Find Traps Locate Object Purify Food and Drink Read Languages See Invisibility Speak with Animals Third Level Spells Charm Person Clairvoyance Dissipate Vapor* Gust of Wind Phantasmal Force Remove Curse Speak with Plants Fourth Level Spells Bestow Curse Control Water Darkvision Grasping Vine Hallucinatory Terrain Mass Healing Word Polymorph Sleep Fifth Level Spells Antilife Shell Conjure Animal Conjure Elemental Insect Plague Oracle* Scrying Sixth Level Spells Animate Dead Conjure Fey Dominate Person Evaporate Fluids* Vision Wall of Thorns Seventh Level Spells Antimagic Field Fire storm


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 8 Modify Memory Project Image Regenerate Reverse Gravity Eighth Level Spells Earthquake Paralysing Pit* Sunburst Wither* Youth* Ninth Level Spells Control Weather Finger of Death Foresight Resurrection Storm of Vengeance EXPLANATION OF WITCH SPELLS Control Vapor 1st-level transmutation Casting Time: 1 action Range: 10'/level of Witch. Components: V, S, M (a pinch of seaweed) Duration: Concentration, up to 10 minutes Gases are moved up to 60'. Dissipate Vapor 3rd-level transmutation Casting Time: 1 action Range: Whatever distance can be seen. Components: V, S, M (a pinch of crystal) Duration: Concentration, up to 10 minutes The Witch disperses any gas. Evaporate Fluids 6th-level transmutation Casting Time: 1 action Range: 300'. Components: V, S, M (a pinch of thorns) Duration: Concentration, up to 10 minutes Until the spell ends, you evaporate any freestanding fluids inside an area you choose that is a cube up to 100 feet on a side. Oracle This Witch spell is the same as the spell Commune with Nature (see PHB) but works only in obscure woods. Paralysing Pit 8th-leveI evocation Casting Time: 1 action Range:150' Components: V, S, M (a piece of rock and clay) Duration: Instantaneous


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 9 A pit up to 100-feet in diameter and 20-feet deep forms immediately, appearing in a location you choose within range. All creatures falling in each take 2d6 damage -- and must make their Dexterity saving throws or else be paralysed until freed by another. Pit 1st-leveI evocation Casting Time: 1 action Range:30'. Components: V, 5, M (a piece of rock and clay) Duration: Instantaneous A pit 5 feet in diameter and 15 feet deep will form in the ground. No horizontal pits may be dug (no tunnelling), and if dug in desert sand there is a chance the pit’s walls will cave in. Reflected Image 1st-level illusion Casting Time: 1 action Range: 100' Components: V,S Duration: 1 minute The Witch may form a picture on any reflecting surface. Wither 8th-level necromancy Casting Time: 1 action Range: Touch Components: V,S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or permanently age 100 years. Youth 8th-level necromancy Casting Time: 1 action Range: Touch Components: V,S Duration: Concentration, up to 1 minute Any creature you touch becomes 10 years younger. ADDENDUM Those who play the Witch as written and find it to be slightly under-powered -- relative to other classes -- should increase the Hit Dice to d8. If you find it to be under-powered, then leave Hit Dice at d6 and reduce Armor to `none', even further limiting spell-casting to a spell book whereby the Witch can only know a certain number of spells of all that are on the list. In this latter way, she can only prepare spells from those written in her book.


Not for resale. Permission granted to print or photocopy this document for personal use only. D&D WITCH CLASS 10 Further options for this character class that can be added, either for flavour or to boost the power of the class might include-- Unsurprised in woodland Rogue sneaking ability when in woodland. Choose any single terrain as your `home' and you are able to hide within it as if a rogue, communicating with any and all nearby (1 mile radius) animals, so long as you can physically see them. Terrains can include: desert, beach, woodland, jungle, forest, plains, hills, mountains, etc. Replace crystal ball with flying broom. Add cauldron. Add gremlins or goblins, redcap gnomes, as pets, guardians, slaves, servants or allies (depending on PC Witch alignment).


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